Sometimes the hand of deity in the world, sometimes a generalized champion of good, the avenger draws her power from Celestial ancestry or bargains with such creatures. Her powers focus on the removal of evil from the world by force or possibly redemption, bringing her closer and closer to unity with the Celestial planes himself.

Avengers in the World

Most avengers tend to travel; some wander aimlessly, following rumors of evil that they can put down, while others journey at the behest of those who gave them their powers. Those few who stay in one place most often do so as local guardians. Most avengers are outgoing sorts, partly due to the tasks to which they are assigned and partly due to the tastes of those who give them their powers.

Avengers are unusually group-friendly by invoker standards, particularly among those of their own alignment. Oftentimes, their cooperative nature and their own inherent skills result in them serving as the leaders of the groups with which they associate. Paladins and clerics of good deities tend to respect avengers, as they are often working towards the same goals; bards tend to either bond with them or feel threatened by them, depending on their own levels of confidence in their roles. Druids tend to react to their crusading nature with indifference bordering on antipathy. The main incompatibilities come from individuals with evil alignments, to whom an avenger's responses range from constant attempts at reform to constant attempts at smiting.

Most avengers are adventurers for the reasons detailed above. While fame and fortune may play into their motivations, ideals and fulfilling their agreements with their patrons rank higher on their reasons for what they do.

All active avengers are good; alignment on the ethical axis varies depending on the avenger's patron.

The thematics of avengers' invocations tend to run towards the heavenly, often featuring pale colors in the blue and gold range, a scent of ambrosia, or the sounds of harps or trumpets.

Playing an Avenger

A high Charisma is nearly vital to an Avenger. As for other melee classes, Strength is important for a melee fighter, or Dexterity for those preferring to specialize in finesse or ranged combat, and Constitution never hurts. A high Wisdom can grant access to spells from the cleric's spell list.

Avenger

Game Rule Information

Alignment: Avengers must be of good alignment and follow a deity with a good alignment. An avenger whose alignment on the good/evil axis becomes neutral cannot advance in the avenger class until her alignment is restored to good, however, all class features and abilities are retained. An avenger whose alignment becomes evil loses all class features and abilities until her alignment is restored to good and she atones as a cleric would.

Bonus Languages: An avenger’s bonus language options include Celestial. This choice is in addition to the bonus languages available to the character because of her race.

Weapon and Armor Proficiency: Avengers are proficient with all simple weapons. They are also proficient with light armor, but not medium or heavy armor and not shields.

Invocation Weapon (sp): At 1st level, avengers gain access to an invocation weapon that can be used as an invocation once per round as a standard action. The weapon acts like a spell-like ability except that it always requires a somatic component and is subject to arcane spell failure, although arcane spell failure may be ignored from light armor. The weapon does 1d6 + her charisma modifier (not to exceed class level) of untyped damage (half damage to objects), requiring a ranged touch attack with a range increment of Close (25’ + 5’ per 2 invoker levels) and a maximum range of two range increments.

An avenger may, at her option, add one invocation area modifier that she knows and/or one invocation weapon additional effect that she knows. Unless so modified, the invocation weapon has an effective spell level of 1, otherwise, the highest effective spell level of any area or effect is used. Saving throws, when applicable, use a DC of 10 + effective spell level + the invoker’s charisma modifier.

Invocations (sp): At every level, an avenger learns a new invocation from the avenger invocation list in Chapter 6: Invocations. At 1st level, she may learn only Minor invocations. At 6th level, she may also learn Lesser invocations. At 11th level, she may also learn Greater invocation. At 16th level, she may also learn Major invocations. At 6th level and above, she may learn an invocation from any other invoker’s invocation list that is at least one grade lower than the maximum grade that she can use. At any level where an avenger gains access to a new grade of invocation, she may exchange one previously known invocation for an invocation of the same level or lower.

The universal invocation Increased Damage may be selected at any level.

Invocations are spell-like abilities except that they always requires a somatic component and are subject to arcane spell failure, although arcane spell failure may be ignored from light armor. Unless otherwise specified, any known invocation may be used once per round as a standard action. Saving throws, when applicable, use a DC of 10 + effective spell level + the invoker’s charisma modifier.

Magcial Affinity (Cleric) (ex): Avengers are naturally attuned to magic normally available to clerics. An avenger may use any spell completion or spell trigger device as if she were a cleric of the same level. When learning any of the Spell Knowledge invocations, the spell selected must be from the cleric spell list.

Evil's Scourge (su): An avenger gains a bonus to all attack and damage rolls against evil creatures. This bonus is +1 plus +1 per five levels, not to exceed her charisma modifier, and is a sacred bonus. For truly evil beings (those with the evil subtype), the extra damage is doubled. Starting at 5th level, the avenger may reduce the bonuses to attack and damage by 2 each to have an attack be treated as magic and good for the purposes of overcoming damage reduction.

Detect Evil (sp): Starting at 2nd level, an avenger can use detect evil at will.

Aura Of Protection (su): At 3rd level, an avenger gains a aura to protect her from the minions of evil. This functions as a protection from evil spell that can be activated or dismissed as a free action. At 7th level, the aura grows stronger, affecting any ally within 10' as well as the avenger herself. At higher levels, the aura's range extends; 20' at 11th level, 30' at 15th level, and 60' at 19th level.

Morale +N (su): Starting at 4th level, as a move action, an avenger may grant all qualifying allies (but not herself) within 30' a +1 morale bonus to attack rolls, damage rolls, saving throws, and skill checks. A qualifying ally must have a good alignment or follow the avenger's deity. This ability may be used a number of times per day equal to the avenger's Charisma modifier (not to exceed her invoker level), and lasts for one round plus one round per two invoker levels after 1st (i.e., 3 rounds at invoker level 5th, 4 rounds at invoker level 7th, etc.). At each additional 4 class levels, the morale bonus increases by 1, i.e.: +2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level.

Aura of Wrath (su): At 5th level, the avenger becomes a more fearsome opponent of evil. In combat, once she is no longer flat-footed, her righteous anger can strike fear in the darkest of hearts. Evil enemies that are within 5' of the avenger must make a Will save (DC = 10 + 1/2 class levels + charisma modifier) or be shaken for a number of rounds equal to the avenger's charisma modifier (minimum 1). Creatures immune to fear effects still take the penalties for being shaken with respect to the avenger herself, even though they are not actually shaken. A creature who successfully saves against the aura's effects cannot be affected by the aura for the duration of the encounter. At higher levels, the aura's range extends; 10' at 9th level, 15' at 13th level, and 20' at 17th level. This aura can be active at the same time as the Aura of Protection.

Banish The Profane (sp): At 18th level, an avenger may banish an evil outsider (as per the banishment spell) once per day following a successful melee attack (which may be a touch attack). The target is allowed a Will save (DC 20 + the avenger's charisma modifier) to resist the banishment.

Avatar of Good (ex): At 20th level, the avenger becomes part Celestial, gaining damage reduction 10/magic, resistance 10 to acid, cold, and electricity, and wings that provide flight at twice land speed with good maneuverability. The avenger's type is changed to Outsider with Good and Native subtypes.

Sample Feat

Holy WarriorPrerequisites: Lay On Hands class feature, Morale +1 class featureBenefit: For the purposes of the following class features, add your Avenger levels and Paladin levels together to determine the effective class level: Aura of Good, Smite Evil, Lay on Hands, Turn Undead, Special Mount, Remove Disease, and Morale +NSpecial: With this feat, a Paladin may freely multiclass with AvengerSpecial: Using this feat does not automatically grant access to the listed class features; for example, the character must still have four Paladin levels to qualify for the Turn Undead class feature

· Add half of your Charisma modifier, not to exceed your invoker level, to all saving throws as a luck bonus. · Add your Charisma modifier, not to exceed your invoker level, to one type of saving throw (Fortitude, Reflex, or Will) as a luck bonus.· Gain a deflection bonus to AC of equal to half of your Charisma modifier, not to exceed your invoker level

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